This weekend was Ludum Dare weekend! Had great fun making a game in 48 hours. The theme was Tiny World and I eventually ended up with an idea to remake the original Super Mario Brothers as tiny, bite sized puzzle platformer levels. I will write a proper post mortem later, at the moment I'm still a bit dazed by the intense workload.

Just came back from a short but amazing few days in Rome, were I and my colleague Magnus Alm were invited to speak about our company Free Lunch Design's values at an entrepreneurship conference. A very inspiring trip with very engaged speakers and interesting topics. Youth unemployment in Italy is over 30% so they have a huge challenge in front of them, and inspiring young people to start their own businesses is part of the plan. The whole thing ended with an amazing dinner with the swedish ambassador. Great big thanks to all the people who took such good care of us!

I really like Italy and Rome was truly a sight. So much history crammed into a single city. To bad a lot of cars were also crammed into the city. Very hectic trying not to get killed. But all in all, a superb trip.

I just pushed the latest version of Pixelizer live on github! No game changing things, rather a few tweaks and useful additions and a slew of fixes mostly related to nested entities. Full changelog below.

Next version of Pixelizer (0.5) will focus on letting developers add their own systems that operate on entities, similar to how entities are rendered - but up to the developer to decide what will happen. Should be good stuff!

CHANGELOG
2012-03-31, 0.4.2, "the fixer"

fixed so that scaling propagates to nested entities

fixed so that scaling affects render position

renamed all global transform properies to xyzOnScene

fixed global position propagation through nested entites

fixed grid to box collision to take grid position into account

fixed bug which caused local position to be scaled

added function for easier modification of collision layers

added a grid collider to the collider example

fixed bug which caused box colliders to collide with other box colliders by default

fixed bug which caused entity local position to be scaled by entity local scale

This version more or less completes the functionality list I have in mind for Pixelizer. While there are no big feature additions, a lot has been changed under the hood and it should be more stable, faster and easier to work with. It is time to start making games!

Productive weekend! Decided to put the new Pixelizer version to the test and make a quick game for this weekend's pirate kart and mini LD. Nothing beats finding issues with a framework than making games with it.

I decided to try for a retro look with wide pixels and everything. If I would have worked more on it I would probably use a more authentic color palette and fixed that ugly music loop.

The newest version of Pixelizer (0.3) is now released! Main new features are a powerful sound manager, easy switching between scenes, new features for text fields, more streamlined hierarchy, lots of examples, and more!